; FILE: CivilianProp.ini ////////////////////////////////////////////////////// ; This file contains only props that are not part of any specific ; game faction. Here is where you will find "neutral" props such as ; stop signs, lamp posts, trashcans, any of those "neutral" man made objects, ; if it's not man made it probably belongs in the NatureProp.ini or ; NatureUnit.ini ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ Object Snowman ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSnowman End End ; ***DESIGN parameters *** DisplayName = OBJECT:Frosty EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End End ;------------------------------------------------------------------------------ Object Frosty ;Added per John Lee's request -GB ; *** ART Parameters *** Draw = W3DTruckDraw ModuleTag_01 DefaultConditionState Model = PMSnowman End End ; ***DESIGN parameters *** DisplayName = OBJECT:Frosty EditorSorting = MISC_MAN_MADE KindOf = SELECTABLE CAN_CAST_REFLECTIONS VEHICLE CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** RadarPriority = UNIT Behavior = AIUpdateInterface ModuleTag_02 Turret TurretTurnRate = 100 ControlledWeaponSlots = PRIMARY End End Body = ActiveBody ModuleTag_03 MaxHealth = 150 InitialHealth = 150 End Geometry = CYLINDER GeometryMajorRadius = 13.0 GeometryHeight = 7.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StreetLamp ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMStrtLamp End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetLamp EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetLamp03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEStrtLamp End ConditionState = DAMAGED Model = PEStrtLamp_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetLamp EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object PhoneBoothYellow ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPBoothY End End ; ***DESIGN parameters *** DisplayName = OBJECT:PhoneBooth EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_PropExplode End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End End ;------------------------------------------------------------------------------ Object PhoneBoothRed ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPBoothR End End ; ***DESIGN parameters *** DisplayName = OBJECT:PhoneBooth EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_PropExplode End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object StreetLamp02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMLamp01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetLamp EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Barrel ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarrel01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Barrel EditorSorting = MISC_MAN_MADE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_03 DestructionDelay = 200 DestructionDelayVariance = 300 FX = FINAL FX_BarrelDeathExplosion OCL = FINAL OCL_CreateDamagedBarrel Weapon = FINAL BarrelWeapon End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 6.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CINE_Barrel02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarrel01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Barrel EditorSorting = MISC_MAN_MADE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_03 DestructionDelay = 200 DestructionDelayVariance = 300 FX = FINAL FX_CINE_BarrelDeathExplosion02 ; OCL = FINAL OCL_CreateDamagedBarrel Weapon = FINAL BarrelWeapon End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 6.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CINE_Barrel01 ;used in GLA05 for the bridge explosion ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarrel01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Barrel EditorSorting = MISC_MAN_MADE ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = SlowDeathBehavior ModuleTag_03 DestructionDelay = 200 DestructionDelayVariance = 300 FX = FINAL FX_CINE_BarrelDeathExplosion01 ; OCL = FINAL OCL_CreateDamagedBarrel Weapon = FINAL BarrelWeapon End Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 6.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object Crate ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrates01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Crate EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object PlanterSquare ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPlanter01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Crate EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object PlanterRound ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPlanter02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Crate EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChn1 End ConditionState = DAMAGED Model = PMWallChn1_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:ChainLinkFence EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 27.35 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ; Shadow = SHADOW_VOLUME ; no shadow Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ChainLinkFenceTopple BounceFX = FX_ChainLinkFenceBounce ToppleLeftOrRightOnly = Yes BounceVelocityPercent = 20% ; chainlink fences should bounce a little (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin ChainLinkFence02 ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChn2 End ConditionState = DAMAGED Model = PMWallChn2_D End End End ;------------------------------------------------------------------------------ ObjectReskin ChainLinkFence03 ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChn3 End ConditionState = DAMAGED Model = PMWallChn3_D End End End ;------------------------------------------------------------------------------ ObjectReskin ChainLinkFence04 ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChn4 End ConditionState = DAMAGED Model = PMWallChn4_D End End End ;------------------------------------------------------------------------------ ObjectReskin ChainLinkFence05 ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChn5 End ConditionState = DAMAGED Model = PMWallChn5_D End End End ;------------------------------------------------------------------------------ ObjectReskin ChainLinkFence06 ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChn6 End ConditionState = DAMAGED Model = PMWallChn6_D End End End ;------------------------------------------------------------------------------ ObjectReskin ChainLinkFenceNoTrespassing ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChnT End ConditionState = DAMAGED Model = PMWallChn1_D ; yes, that's right End End End ;------------------------------------------------------------------------------ ; for backwards compatibility with old maps -- same as ChainLinkFence02 (srj) ObjectReskin ChainLinkFence ChainLinkFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallChn2 End ConditionState = DAMAGED Model = PMWallChn2_D End End End ;------------------------------------------------------------------------------ Object FireHydrantYellow ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFireHydrt End End ; ***DESIGN parameters *** DisplayName = OBJECT:FireHydrant EditorSorting = MISC_MAN_MADE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE CLEARED_BY_BUILD Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_FireHydrantExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_FireHydrantExplode End Behavior = SquishCollide ModuleTag_06 ;nothing End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 2.0 GeometryMinorRadius = 2.0 GeometryHeight = 2.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FireHydrantRed ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFireHydrt2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:FireHydrant EditorSorting = MISC_MAN_MADE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_FireHydrantExplode End Behavior = FXListDie ModuleTag_05 DeathFX = FX_FireHydrantExplode End Behavior = SquishCollide ModuleTag_06 ;nothing End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 2.0 GeometryMinorRadius = 2.0 GeometryHeight = 2.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WaterSpray ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXHydrant End End ; ***DESIGN parameters *** EditorSorting = MISC_MAN_MADE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = LifetimeUpdate ModuleTag_03 MinLifetime = 5000 MaxLifetime = 5000 End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 2.0 GeometryMinorRadius = 2.0 GeometryHeight = 2.0 Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BusStop ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEBusStop End ConditionState = DAMAGED Model = PEBusStop_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:BusStop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 5.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object BusStop02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PABusStop End ConditionState = DAMAGED Model = PABusStop_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:BusStop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 5.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CrossingGuard ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEChkPoint End ConditionState = DAMAGED Model = PEChkPoint_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:CrossingGuard EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Dumpster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEDumpst End ConditionState = DAMAGED Model = PEDumpst_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:HarvardsOffice EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 6.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object FoodCart ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEFoodCart End ConditionState = DAMAGED Model = PEFoodCart_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FoodCart EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object FoodCart02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAFoodCart End ConditionState = DAMAGED Model = PAFoodCart_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FoodCart EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object TrainTunnel ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBTrainTnl End End ; ***DESIGN parameters *** DisplayName = OBJECT:FoodCart EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MailBox ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEMailbox End ConditionState = DAMAGED Model = PEMailbox_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:MailBox EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object PhoneBooth ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEPhonBoot End ConditionState = DAMAGED Model = PEPhonBoot_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:PhoneBooth EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetSign ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEStrtSign End ConditionState = DAMAGED Model = PEStrtSign_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetSign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StopLight ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEStopLite End ConditionState = DAMAGED Model = PEStopLite_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:StopLight EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object VendingMachine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PEVending End ConditionState = DAMAGED Model = PEVending_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:VendingMachine EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Fountain01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFountn End ConditionState = DAMAGED Model = PMFountn_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Fountain EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ;*** AUDIO parameters *** SoundAmbient = Amb_WaterFountainLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 13.0 GeometryHeight = 13.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Fountain02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFountn02 End ConditionState = DAMAGED Model = PMFountn02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Fountain EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ;*** AUDIO parameters *** SoundAmbient = Amb_WaterFountainLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Gargoyle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMStatueG End ConditionState = DAMAGED Model = PMStatueG_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Gargoyle EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ParkBench ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPrkBnch02 End ConditionState = DAMAGED Model = PMPrkBnch02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ParkBench EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Sprinkler ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSprinklr End ConditionState = DAMAGED Model = PMSprinklr_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Sprinkler EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StatueAngel ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMStatueA End ConditionState = DAMAGED Model = PMStatueA_D End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallStn1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 3 GeometryMinorRadius = 3 GeometryHeight = 7.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StatueLenin ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMStatueL End ConditionState = DAMAGED Model = PMStatueL_D End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallStn1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 25.0 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object StatueRoman ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMStatueR End ConditionState = DAMAGED Model = PMStatueL_D End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallStn1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 4 GeometryMinorRadius = 4 GeometryHeight = 7.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TrashCanA ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshCn02a End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMTrshCn02a_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashCan EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TrashCanB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshCn02b End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMTrshCn02b_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashCan EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TrashCan01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshCn End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashCan EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TrashCan02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshCn02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashCan EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TrashDumpster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDumpst04 End ConditionState = DAMAGED Model = PMDumpst04_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashDumpster EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModulieTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 9.0 GeometryMinorRadius = 7.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object CargoNet ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCargoNet End ConditionState = DAMAGED Model = PMCargoNet_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoNet EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Clete ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMClete End ConditionState = DAMAGED Model = PMClete_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Clete EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ManHoleCover ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMManHole End ConditionState = DAMAGED Model = PMManHole_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ManHoleCover EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StackedBoxes ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrates End ConditionState = DAMAGED Model = PMCrates_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Boxes EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object BigWoodenBarrels ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarrels02 End ConditionState = DAMAGED Model = PMBarrels02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WoodenBarrels EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CheckPointCrossingGuard ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMChkPnt02 End ConditionState = DAMAGED Model = PMChkPnt02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:CheckPointCrossingGuard EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CargoLoadingCranes ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrane End ConditionState = DAMAGED Model = PMCrane_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoLoadingCranes EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -TOPPLED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object RopeCoil ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRopeCoil End ConditionState = DAMAGED Model = PMRopeCoil_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:RopeCoil EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ShippingContainer01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMContainr1 End ConditionState = DAMAGED Model = PMContainr1_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ShippingContainer EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED CreationList = OCL_GenericCarExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 8.0 GeometryHeight = 15.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object ShippingContainer02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMContainr2 End ConditionState = DAMAGED Model = PMContainr2_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ShippingContainer EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED CreationList = OCL_GenericCarExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 8.0 GeometryHeight = 15.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object ShippingContainer03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMContainr3 End ConditionState = DAMAGED Model = PMContainr3_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ShippingContainer EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_07 DeathTypes = ALL -CRUSHED CreationList = OCL_GenericCarExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 8.0 GeometryHeight = 15.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object ShippingCrate ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrates03 End ConditionState = DAMAGED Model = PMCrates03_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ShippingCrate EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object RoadBarricade01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarRoad01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 16.0 GeometryHeight = 4 GeometryIsSmall = NO End ;------------------------------------------------------------------------------ Object RoadBarricade02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarRoad02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:FruitStand EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 20.0 GeometryHeight = 4 GeometryIsSmall = NO End ;------------------------------------------------------------------------------ Object RoadBarricade03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarRoad03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 24.0 GeometryHeight = 4 GeometryIsSmall = NO End ;------------------------------------------------------------------------------ Object AsianFruitStand01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAFrtStnd01 End ConditionState = DAMAGED REALLYDAMAGED Model = PAFrtStnd01_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object AsianFruitStand02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAFrtStnd02 End ConditionState = DAMAGED Model = PAFrtStnd02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FruitStand EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object AsianFruitStand03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAFrtStnd03 End ConditionState = DAMAGED Model = PAFrtStnd03_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:FruitStand EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; A crushing defeat Behavior = FXListDie ModuleTag_10 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object AsianStreetLight ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAStrtLamp End ConditionState = DAMAGED Model = PAStrtLamp_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetLight EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AsianMailBox ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAMailbox03 End ConditionState = DAMAGED Model = PAMailbox03_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:MailBox EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AsianPhoneBooth ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAPhonBoot End ConditionState = DAMAGED Model = PAPhonBoot_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:PhoneBooth EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AsianStreetSign ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAStrtSign End ; srj sez: this model doesn't exist. tired of seeing the assert. it's gone. ;ConditionState = DAMAGED ; Model = PAStrtSign_D ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetSign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AsianStopLight ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAStopLite End ConditionState = DAMAGED Model = PAStopLite_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:StopLight EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AsianTrashDumpster ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PADumpst End ConditionState = DAMAGED Model = PADumpst_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:HarvardsOffice EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object AsianVendingMachine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAVending End ConditionState = DAMAGED Model = PAVending_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:VendingMachine EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AmmoCache ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrates04 End ConditionState = DAMAGED Model = PMCrates04_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:AmmoCache EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object BikeRack ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBikeRck End ConditionState = DAMAGED Model = PMBikeRck_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:BikeRack EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ParkingMeter ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPrkMtr02 End ConditionState = DAMAGED Model = PMPrkMtr02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ParkingMeter EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object SignalLights ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMStpLit02 End ConditionState = DAMAGED Model = PMStpLit02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:SignalLights EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Billboard01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBillbrd03 End ConditionState = DAMAGED Model = PMBillbrd03_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Billboard EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 15.0 GeometryHeight = 1 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object Billboard02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBillbrd04 End ConditionState = DAMAGED Model = PMBillbrd04_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Billboard EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 11.0 GeometryHeight = 1 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object HighwaySign01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMHwySgn01 End ConditionState = DAMAGED Model = PMHwySgn01_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:HighwaySign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object HighwaySign02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMHwySgn02 End ConditionState = DAMAGED Model = PMHwySgn02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:HighwaySign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Tollbooth ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMChkPnt End ConditionState = DAMAGED Model = PMChkPnt End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tollbooth EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ConstructionBarricade ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarrcde Animation = PMBarrcde.PMBarrcde AnimationMode = LOOP End ConditionState = DAMAGED REALLYDAMAGED Model = PMBarrcde_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ConstructionBarricade EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ConstructionSupplyPile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCtrSlpy End ConditionState = DAMAGED REALLYDAMAGED Model = PMCtrSlpy_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ConstructionBarricade EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object PlaygroundSet ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPlygdSt End ConditionState = DAMAGED REALLYDAMAGED Model = PMPlygdSt_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ConstructionBarricade EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; ***AUDIO parameters *** SoundAmbient = PlaygroundAmbience ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Gravel ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMGravel End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMGravel_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:Gravel EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Lumber ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMLumber End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMLumber_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:Lumber EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ElectricalTransformer ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrnfrmr02 End ConditionState = DAMAGED REALLYDAMAGED Model = PMTrnfrmr02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ElectricalTransformer EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Fountain03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFountn03 End ConditionState = DAMAGED Model = PMFountn03_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Fountain EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ;*** AUDIO parameters *** SoundAmbient = Amb_WaterFountainLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 16.0 GeometryHeight = 13.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Fountain04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFountn04 End ConditionState = DAMAGED Model = PMFountn04_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Fountain EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ;*** AUDIO parameters *** SoundAmbient = Amb_WaterFountainLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 16.0 GeometryHeight = 19.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object JapaneeseLatern ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMJpnLntn End ConditionState = DAMAGED REALLYDAMAGED Model = PMJpnLntn_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:JapaneseLantern EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ParkGazebo ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMGazebo End ConditionState = DAMAGED Model = PMGazebo_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ParkGazebo EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 4.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object ParkPavilion ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPvilion End ConditionState = DAMAGED Model = PMPvilion_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:ParkPavillion EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 14.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object Slide ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSlide End ; srj sez: this model doesn't exist. tired of seeing the assert. it's gone. ;ConditionState = DAMAGED ; Model = PMSlide_D ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Slide EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Swing ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSwing End ; srj sez: this model doesn't exist. tired of seeing the assert. it's gone. ;ConditionState = DAMAGED ; Model = PMSwing_D ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Swing EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object RoadCone ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCone End ConditionState = DAMAGED Model = PMCone_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:RoadCone EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Cart ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCart01 End ConditionState = DAMAGED Model = PMCart01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Cart EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ClothesLine ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMClthLn Animation = PMClthLn.PMClthLn AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:ClothesLine EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 5 DestructionDelay = 10 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 1.0 GeometryHeight = 1 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Crate01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrat01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Crate EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Crate02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrat02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Crate EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Tent ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTent01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Tire ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTire01 End ; @todo srj -- missing ; ConditionState = DAMAGED ; Model = PMTire01_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tire EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Tire02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTire End ConditionState = DAMAGED Model = PMTire_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tire EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetSign01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSign01 End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMSign01_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetSign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetSign02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSign02 End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMSign02_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetSign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetSign03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSign03 End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMSign03_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetSign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetSign04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSign04 End ;ConditionState = DAMAGED ; Model = PMSign04_D ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetSign EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetLight03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMLitPol01 End ConditionState = DAMAGED Model = PMLitPol01_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetLight EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StreetLight04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMLitPol02 End ConditionState = DAMAGED Model = PMLitPol02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:StreetLight EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn1 End ConditionState = DAMAGED Model = PMWallStn1_D End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallStn1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:StoneWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 20 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_StoneWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 10 GeometryMinorRadius = 2 GeometryHeight = 7.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ObjectReskin StoneWall01_Column StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalStn1E End ConditionState = DAMAGED Model = PMWalStn1E_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWalStn1E_S End ConditionState = DAMAGED SNOW Model = PMWalStn1E_D End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallStn1_R ; yep, that's right End AliasConditionState = RUBBLE SNOW End FenceWidth = 3 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 1.5 GeometryMinorRadius = 1.5 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin StoneWall02 StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn2 End ConditionState = DAMAGED Model = PMWallStn2_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallStn2_S End ConditionState = DAMAGED SNOW Model = PMWallStn2_D End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallStn2_R End End FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15 GeometryMinorRadius = 2 GeometryHeight = 10 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin StoneWall03 StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn3 End ConditionState = DAMAGED Model = PMWallStn3_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallStn3_S End ConditionState = DAMAGED SNOW Model = PMWallStn3_D End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallStn3_R End End FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15 GeometryMinorRadius = 2 GeometryHeight = 10 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin StoneWall04 StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn4 End ConditionState = DAMAGED Model = PMWallStn4_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallStn4_S End ConditionState = DAMAGED SNOW Model = PMWallStn4_D End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallStn2_R ; yes, that's right End End FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15 GeometryMinorRadius = 2 GeometryHeight = 10 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin StoneWall05 StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn5 End ConditionState = DAMAGED Model = PMWallStn5_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallStn5_S End ConditionState = DAMAGED SNOW Model = PMWallStn5_D End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWalCmnt1_R ; yes, that's right End End FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15 GeometryMinorRadius = 2 GeometryHeight = 10 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin StoneWall06 StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn6 End ConditionState = DAMAGED Model = PMWallStn6_D End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallBrk2_R ; yes, that's right End End FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15 GeometryMinorRadius = 2 GeometryHeight = 10 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin StoneWall06_Corner StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn6_C End ConditionState = DAMAGED Model = PMWallStn6_CD End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallBrk2_R ; yes, that's right End End FenceWidth = 8 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 4 GeometryHeight = 7.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin StoneWall06_Arch StoneWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallStn6_A End ConditionState = DAMAGED Model = PMWallStn6_AD End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallBrk2_R ; yes, that's right End End FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15 GeometryMinorRadius = 2 GeometryHeight = 10 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object TrashPile01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshPl01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashPile EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End End ;------------------------------------------------------------------------------ Object TrashPile02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshPl02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashPile EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End End ;------------------------------------------------------------------------------ Object TrashPaper01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshPp01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashPaper EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End End ;------------------------------------------------------------------------------ Object TrashPaper02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshPp02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashPaper EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End End ;------------------------------------------------------------------------------ Object TrashPaper03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrshPp03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TrashPaper EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End End ;------------------------------------------------------------------------------ Object ConcreteWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalCmnt1 End ConditionState = DAMAGED Model = PMWalCmnt1_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWalCmnt1_S End ConditionState = DAMAGED SNOW Model = PMWalCmnt1_DS End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWalCmnt1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:ConcreteWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ConcreteWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin ConcreteWall02 ConcreteWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalCmnt2 End ConditionState = DAMAGED Model = PMWalCmnt2_D End ConditionState = SNOW Model = PMWalCmnt2_S End ConditionState = DAMAGED SNOW Model = PMWalCmnt2_DS End ConditionState = RUBBLE Model = PMWalCmnt2_R End End End ;------------------------------------------------------------------------------ Object BrickWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallBrk1 End ConditionState = DAMAGED Model = PMWallBrk1_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallBrk1_S End ConditionState = DAMAGED SNOW Model = PMWallBrk1_DS End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallBrk1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:BrickWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_BrickWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin BrickWall02 BrickWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallBrk2 End ConditionState = DAMAGED Model = PMWallBrk2_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallBrk2_S End ConditionState = DAMAGED SNOW Model = PMWallBrk2_DS End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallBrk2_R End End FenceWidth = 26 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin BrickWall03 BrickWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallBrk3 End ConditionState = DAMAGED Model = PMWallBrk3_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallBrk3_S End ConditionState = DAMAGED SNOW Model = PMWallBrk3_DS End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallBrk3_R End End FenceWidth = 26 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin BrickWall04 BrickWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallBrk4 End ConditionState = DAMAGED Model = PMWallBrk4_D End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallBrk4_R End End FenceWidth = 37 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 19.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin BrickWall05 BrickWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallBrk5 End ConditionState = DAMAGED Model = PMWallBrk5_D End AliasConditionState = REALLYDAMAGED ConditionState = RUBBLE Model = PMWallBrk4_R ; yes, that's right End End FenceWidth = 37 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 19.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object WoodWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallWd1 End ConditionState = DAMAGED Model = PMWallWd1_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallWd1_S End ConditionState = DAMAGED SNOW Model = PMWallWd1_D End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallWd1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:WoodWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CLEARED_BY_BUILD FenceWidth = 29 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_WoodWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin WoodWall02 WoodWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWallWd2 End ConditionState = DAMAGED Model = PMWallWd2_D End AliasConditionState = REALLYDAMAGED ConditionState = SNOW Model = PMWallWd2_S End ConditionState = DAMAGED SNOW Model = PMWallWd2_D End AliasConditionState = REALLYDAMAGED SNOW ConditionState = RUBBLE Model = PMWallWd1_R ; yes, that's right End End FenceWidth = 30 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object PicketFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalPckt1 End ConditionState = DAMAGED Model = PMWalPckt1_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:PicketFence EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD FenceWidth = 32.75 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_WoodWallTopple ToppleLeftOrRightOnly = Yes BounceVelocityPercent = 0% ; picket fences don't bounce (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin PicketFence02 PicketFence01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalPckt2 End ConditionState = SNOW Model = PMWalPckt2_S End ConditionState = DAMAGED Model = PMWalPckt2_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE ConditionState = DAMAGED SNOW Model = PMWalPckt2_DS End AliasConditionState = REALLYDAMAGED SNOW AliasConditionState = RUBBLE SNOW End FenceWidth = 29.5 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object StanNewsStand ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMnewstnd1 End ; @todo - missing ; ConditionState = DAMAGED ; Model = PMnewstnd1_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:NewsStand EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object CarJunk01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBariJunk1_D ; Bones were left out of --> PMBariJunk1 ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = DAMAGED Model = PMBariJunk1_D ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = REALLYDAMAGED Model = PMBariJunk1_D ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = RUBBLE Model = PMBariJunk1_D ParticleSysBone = Flame01 FireSmallContinuous End End ; ***DESIGN parameters *** DisplayName = OBJECT:JunkCar EditorSorting = MISC_MAN_MADE ArmorSet Conditions = None Armor = StructureArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = SlowDeathBehavior ModuleTag_03 DestructionDelay = 2000 DestructionDelayVariance = 500 FX = INITIAL FX_CarWallSmoke FX = FINAL FX_CarWallSpark OCL = FINAL OCL_CarWallExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = No FenceWidth = 40.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 15.0 ; Offset used by the fence tool in worldbuilder so corners line up. End ;------------------------------------------------------------------------------ Object CarJunk02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBariJunk2_D ; Bones were left out of --> PMBariJunk2 ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = DAMAGED Model = PMBariJunk2_D ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = REALLYDAMAGED Model = PMBariJunk2_D ParticleSysBone = Flame01 FireSmallContinuous ParticleSysBone = Smoke01 SmokeBurningBarricade02 ParticleSysBone = Smoke02 SmokeBurningBarricade02 End ConditionState = RUBBLE Model = PMBariJunk2_D ParticleSysBone = Flame01 FireSmallContinuous End End ; ***DESIGN parameters *** DisplayName = OBJECT:JunkCar EditorSorting = MISC_MAN_MADE ArmorSet Conditions = None Armor = StructureArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE DEFENSIVE_WALL Body = StructureBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = SlowDeathBehavior ModuleTag_03 DestructionDelay = 2000 DestructionDelayVariance = 500 FX = INITIAL FX_CarWallSmoke FX = FINAL FX_CarWallSpark OCL = FINAL OCL_CarWallExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = No FenceWidth = 40.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 15.0 ; Offset used by the fence tool in worldbuilder so corners line up. End ;------------------------------------------------------------------------------ Object MarketVender01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMOpmarkV1 End ; @todo srj -- missing ; ConditionState = DAMAGED ; Model = PMOpmarkV1_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:MarketVendor EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 9.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object MarketVender02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMOpmarkV2 End ; @todo srj -- missing ; ConditionState = DAMAGED ; Model = PMOpmarkV2_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:MarketVendor EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 3.0 GeometryMinorRadius = 3.0 GeometryHeight = 12.0 GeometryIsSmall = Yes Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object MarketVender03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMOpmarkV3 End ; @todo srj -- missing ; ConditionState = DAMAGED ; Model = PMOpmarkV3_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:MarketVendor EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 8.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object StoneArch01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalArcD1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:StoneArch EditorSorting = MISC_MAN_MADE ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it KindOf = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE FenceWidth = 44 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME ; can't topple this guy. ; Behavior = ToppleUpdate ; ToppleFX = FX_StoneWallTopple ; ToppleLeftOrRightOnly = Yes ; BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) ; InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED ; SinkRate = 2 ; in Dist/Sec ; SinkDelay = 5000 ; DestructionDelay = 10000 ; End Geometry = BOX GeometryMajorRadius = 0.0 GeometryMinorRadius = 0.0 GeometryHeight = 0.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object BrokenWallPiece02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalArcD2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:BrokenWall EditorSorting = MISC_MAN_MADE ; this is a monster; mark it DEFENSIVE_WALL so we can't just drive thru it KindOf = IMMOBILE DEFENSIVE_WALL FORCEATTACKABLE FenceWidth = 36 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME ; can't topple this guy. ; Behavior = ToppleUpdate ; ToppleFX = FX_StoneWallTopple ; ToppleLeftOrRightOnly = Yes ; BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) ; InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) ; End ; Behavior = SlowDeathBehavior ; DeathTypes = NONE +TOPPLED ; SinkRate = 2 ; in Dist/Sec ; SinkDelay = 5000 ; DestructionDelay = 10000 ; End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ObjectReskin BrokenWallPiece03 BrokenWallPiece02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalArcD3 End End End ;------------------------------------------------------------------------------ ObjectReskin BrokenWallPiece04 BrokenWallPiece02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalArcD4 End End End ;------------------------------------------------------------------------------ ObjectReskin BrokenWallPiece05 BrokenWallPiece02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWalArcD5 End End End ;------------------------------------------------------------------------------ Object OldWoodenTelephonePoll ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PATtelpost End ConditionState = DAMAGED Model = PATtelpost_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:OldWoodenTelephonePole EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object WoodBeams01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBalBeam End ConditionState = DAMAGED Model = PMBalBeam_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WoodBeams EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CargoNet02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCrgoNet End ConditionState = DAMAGED Model = PMCrgoNet_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoNet EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object WoodBeams02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWdSwHrs End ConditionState = DAMAGED Model = PMWdSwHrs_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WoodBeams EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object RailTie ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRailTie End ConditionState = DAMAGED Model = PMRailTie_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 9.0 GeometryHeight = 7.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object TireObstacle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMObsTire End ConditionState = DAMAGED Model = PMObsTire_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TireObstacle EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object MoundSand ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CTMound01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TireObstacle EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MoundRubble ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CTMound02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:TireObstacle EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object OilStorageTank01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMOilStTk End ConditionState = RUBBLE Model = PMOilStTk_D End AliasConditionState = REALLYDAMAGED AliasConditionState = DAMAGED End ; ***DESIGN parameters *** DisplayName = OBJECT:StorageTank EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_03 MaxHealth = 1.0 InitialHealth = 1.0 End ;Body = ActiveBody ModuleTag_02 ; MaxHealth = 1.0 ; InitialHealth = 1.0 ;End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; Behavior = TransitionDamageFX ModuleTag_07 ; DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 35.0 GeometryHeight = 50.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object WaterStorageTank01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWtrStTk End ConditionState = RUBBLE Model = PMWtrStTk_D End AliasConditionState = REALLYDAMAGED AliasConditionState = DAMAGED End ; ***DESIGN parameters *** DisplayName = OBJECT:StorageTank EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = IMMOBILE ;Body = ActiveBody ModuleTag_03 ; MaxHealth = 2000.0 ; InitialHealth = 2000.0 ;End Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Behavior = TransitionDamageFX ModuleTag_07 ; DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End ; ; A crushing defeat ; Behavior = FXListDie ModuleTag_11 ; DeathTypes = NONE +CRUSHED ; DeathFX = FX_PropCrush ; End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 46.0 GeometryHeight = 41.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GasStorageTank02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMGsStgTk02 End ConditionState = DAMAGED Model = PMGsStgTk02_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:StorageTank EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = IMMOBILE ;Body = StructureBody ModuleTag_03 ; MaxHealth = 2000.0 ; InitialHealth = 2000.0 ;End Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End ;Behavior = TransitionDamageFX ModuleTag_07 ; DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 40 GeometryHeight = 60.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object GasStorageTank01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMGsStgTk01 End ConditionState = DAMAGED Model = PMGsStgTk01_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:StorageTank EditorSorting = MISC_MAN_MADE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = IMMOBILE ;Body = StructureBody ModuleTag_03 ; MaxHealth = 2000.0 ; InitialHealth = 2000.0 ;End Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; Behavior = TransitionDamageFX ModuleTag_07 ; DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ; End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 15.0 GeometryHeight = 23.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Pump ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPUMP End ConditionState = DAMAGED Model = PMPUMP_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object WineVat ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWineVat End ConditionState = DAMAGED Model = PMWineVat_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:WineVat EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME ; Behavior = DestroyDie ModuleTag_09 ; DeathTypes = ALL ; End ; ; An Explosive Death ; Behavior = FXListDie ModuleTag_10 ; DeathTypes = ALL -CRUSHED ; DeathFX = FX_PropExplode ; End Behavior = DestroyDie ModuleTagDeath_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTagDeath_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTagDeath_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 8.0 GeometryHeight = 2.0 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object WaterTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWTRTWR End ConditionState = DAMAGED Model = PMWTRTWR_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:StorageTank EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 14.0 GeometryHeight = 42.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object WaterTower02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMWTRTWR02 End ConditionState = DAMAGED Model = PMWTRTWR02_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:StorageTank EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 14.0 GeometryHeight = 42.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object JunkDealer ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAJunkdlr End ; @todo srj -- missing ; ConditionState = DAMAGED ; Model = PAJunkdlr_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:OscarTheGrouch EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 5.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object JunkDealerStand ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMJunkdlr End ConditionState = DAMAGED Model = PMJunkdlr_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:OscarTheGrouch EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 6.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object SandbagWall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBWY1 End End ; ***DESIGN parameters *** EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE FenceWidth = 8.4 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 KillWhenStartToppling = Yes End Behavior = DestroyDie ModuleTag_04 ; none End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_06 DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandbagWallCorner ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBWX End End ; ***DESIGN parameters *** EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE CAN_SEE_THROUGH_STRUCTURE FORCEATTACKABLE FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 KillWhenStartToppling = Yes End Behavior = DestroyDie ModuleTag_04 ; none End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_GenericWallSegmentDebris End Behavior = FXListDie ModuleTag_06 DeathFX = FX_GenericWallSegmentDeath End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 1.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandBagWall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBW1 End ConditionState = DAMAGED Model = CBSandBW1_D End ConditionState = REALLYDAMAGED Model = CBSandBW1_D End ConditionState = RUBBLE Model = CBSandBW1_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:SandBagWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 4.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandBagWall02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBW2 End ConditionState = DAMAGED Model = CBSandBW1_D End ConditionState = REALLYDAMAGED Model = CBSandBW1_D End ConditionState = RUBBLE Model = CBSandBW1_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:SandBagWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 26.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 13.0 GeometryMinorRadius = 4.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandBagWallSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBW3s End ConditionState = DAMAGED Model = CBSandBW3s_D End ConditionState = REALLYDAMAGED Model = CBSandBW3s_D End ConditionState = RUBBLE Model = CBSandBW3s_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:SandBagWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 15.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 9.5 GeometryMinorRadius = 5.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandbagWallEnd ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBW4c End ConditionState = RUBBLE Model = CBSandBW3s_E ; yep End End ; ***DESIGN parameters *** DisplayName = OBJECT:SandBagWall EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE LOW_OVERLAPPABLE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 9.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_SandWallTopple ToppleLeftOrRightOnly = Yes ReorientToppledRubble = Yes BounceVelocityPercent = 0% ; most walls shouldn't bounce at all (default: 30%) InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%) End Behavior = SlowDeathBehavior ModuleTag_04 SinkRate = 2 ; in Dist/Sec SinkDelay = 5000 DestructionDelay = 10000 End Geometry = BOX GeometryMajorRadius = 18.5.0 GeometryMinorRadius = 4.0 GeometryHeight = 10.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandbagPile01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBWX1 End ConditionState = RUBBLE Model = CBSandBW1_E ; yes, that's right End End ; ***DESIGN parameters *** EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 10.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandbagPile02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBWX2 End ConditionState = RUBBLE Model = CBSandBW1_E ; yes, that's right End End ; ***DESIGN parameters *** EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 7.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object SandbagPile03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBSandBWX3 End ConditionState = RUBBLE Model = CBSandBW1_E ; yes, that's right End End ; ***DESIGN parameters *** EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE FenceWidth = 10.0 ; Spacing used by the fence tool in worldbuilder. FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up. CrushableLevel = 1 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = SlowDeathBehavior ModuleTag_03 SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 FX = INITIAL FX_SandbagPileGoesPoof End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object DockCommercial ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock01 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ;***AUDIO parameters *** SoundAmbient = DocksUrbanBirdsAmbience ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPieceStraight ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock02 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPieceStraightShort ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock07 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPeiceStraightEnd1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock03 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPeiceStraightEnd2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock04 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPeiceCorner1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock05 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPeiceCorner1short ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock09 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPeiceCorner2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock06 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object DockPeiceCorner2short ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDock08 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dock EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GardenWell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAChWell End ConditionState = DAMAGED Model = PAChWell_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GardenPathLantern02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAChnLntn02 End ConditionState = DAMAGED Model = PAChnLntn02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object GardenPathLantern01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAChnLntn01 End ConditionState = DAMAGED Model = PAChnLntn01_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AncientWoodenGate02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAAnWdGte02 End ConditionState = DAMAGED Model = PAAnWdGte02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AncientWoodenGate01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAWdGate End ConditionState = DAMAGED Model = PAWdGate_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AncientGiantBell ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PABell End ConditionState = DAMAGED Model = PABell_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ;*** AUDIO parameters *** SoundAmbient = Amb_MountainBell ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 25.0 GeometryHeight = 21.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object DecorativeBanners ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PADecBnnr End ConditionState = DAMAGED Model = PADecBnnr_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AncientPondDock ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PAWdDock End ConditionState = DAMAGED Model = PAWdDock_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; ***AUDIO parameters *** SoundAmbient = Amb_UrbanParkDucks ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object AncientGazebo ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PACnsGzbo End ConditionState = DAMAGED Model = PACnsGzbo_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; ***AUDIO parameters *** SoundAmbient = ParkChimes ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 10.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object AncientSoldierStatue01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PASoldr End ConditionState = DAMAGED Model = PASoldr_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE CLEARED_BY_BUILD Body = ActiveBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AncientSoldierStatue02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PATrcSldr02 End ConditionState = DAMAGED Model = PATrcSldr02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 3.0 GeometryHeight = 2 GeometryIsSmall = YES End ;------------------------------------------------------------------------------ Object BurningTrashPile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBrnTrshPl End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 8.0 GeometryMinorRadius = 7.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object BurntRubble01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRubble1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object BurntRubble02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRubble2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object BurntTruckHulk ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBrntTrk End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 5.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object BurntCarHulk ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMburntcar2 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CementChunks01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMcemblk1 End ConditionState = DAMAGED Model = PMcemblk1_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CementChunks02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMcemblk2 End ConditionState = DAMAGED Model = PMcemblk2_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object LongTable01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PATlongtbl End ConditionState = DAMAGED Model = PATlongtbl_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object SidewalkCafeSet ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = pmcafeset End ConditionState = DAMAGED Model = pmcafeset_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Banners ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBanner End ConditionState = DAMAGED Model = PMBanner_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = ToppleUpdate ModuleTag_03 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Behavior = DestroyDie ModuleTag_05 DeathTypes = ALL -TOPPLED End End ;------------------------------------------------------------------------------ Object Tombstones01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = pattombstn End ConditionState = DAMAGED Model = pattombstn_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Tombs ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PATtomb End ConditionState = DAMAGED Model = PATtomb_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object OldStreetLamppost ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMOStrLmp End ConditionState = DAMAGED Model = PMOStrLmp_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object 55GallonDrum ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMgaldrum End ConditionState = DAMAGED Model = PMgaldrum_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object PoliceBarracades ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMpolbar End ConditionState = DAMAGED Model = PMpolbar_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CanvasSunShader ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMCnvsShd End ConditionState = DAMAGED Model = PMCnvsShd_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object FuelTank ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFuelTnk End ConditionState = DAMAGED Model = PMFuelTnk_D End AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL DeathFX = FX_StructureSmallDeath End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 11.0 GeometryMinorRadius = 28.0 GeometryHeight = 18.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object MissleCacheRack ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMMsleChe End ConditionState = DAMAGED Model = PMMsleChe_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Torches ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTorch End ConditionState = DAMAGED Model = PMTorch_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FirePit ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMFirepit End ConditionState = DAMAGED Model = PMFirepit_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ConcreteBarricade ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDRUM End ConditionState = DAMAGED Model = PMDRUM_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = CYLINDER GeometryMajorRadius = 12.0 GeometryHeight = 11.0 GeometryIsSmall = No Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TirePile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = pmtire End ConditionState = DAMAGED Model = pmtire_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CropBundle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBundle End ConditionState = DAMAGED Model = PMBundle_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object ScareCrow ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSCARE End ConditionState = DAMAGED Model = PMSCARE_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object OutHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMOUTHOUS End ConditionState = DAMAGED Model = PMOUTHOUS_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE SELECTABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED DeathFX = FX_PropCrush End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 5.0 GeometryHeight = 2 GeometryIsSmall = Yes End ;------------------------------------------------------------------------------ Object FeedingTroughs ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrough End ConditionState = DAMAGED Model = PMTrough_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Barrel03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBarrel End ConditionState = DAMAGED Model = PMBarrel_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object Haystack ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMHayStack End ConditionState = DAMAGED Model = PMHayStack_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object CropPile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMHaypile End ConditionState = DAMAGED Model = PMHaypile_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object OldWoodenWagon ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PM_WdWgn End ; ConditionState = DAMAGED ; Model = PM_WdWgn_D ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object BambooPoleTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = pmbampltr End ConditionState = DAMAGED Model = pmbampltr_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TallSmokeStack ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMSmkStak End ConditionState = DAMAGED Model = PMSmkStak_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object HangingPlatform ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMhangman End ConditionState = DAMAGED Model = PMhangman_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TorturingRack ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMTrtrRack End ConditionState = DAMAGED Model = PMTrtrRack_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object POWPit ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMPOWpit End ConditionState = DAMAGED Model = PMPOWpit_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RRCrossingGate ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRRCrArm End ConditionState = DAMAGED Model = PMRRCrArm_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CAN_SEE_THROUGH_STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object RRSign ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMRRSign End ConditionState = DAMAGED Model = PMRRSign_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object SearchLight ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = Searchlight HideSubObject = SEARCHLIGHTBEAM End ConditionState = NIGHT Model = Searchlight Animation = Searchlight.Searchlight AnimationMode = LOOP ShowSubObject = SEARCHLIGHTBEAM End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE CLEARED_BY_BUILD ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------------ Object TempleOfHeavenWallCorners ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBNTmHvWL End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 2.0 GeometryHeight = 11 GeometryIsSmall = NO Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;-------------------------------------------------------------------------- Object TempleOfHeavenLargeLantern ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBNTmHvLN End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------- Object TempleOfHeavenSmallLights ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBNTmHvLT End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Behavior = DestroyDie ModuleTag_09 DeathTypes = ALL End ; An Explosive Death Behavior = FXListDie ModuleTag_10 DeathTypes = ALL -CRUSHED DeathFX = FX_PropExplode End End ;------------------------------------------------------------------------- Object DrainPipe ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMDrnPipe End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------- Object TheBomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = PMBomb Animation = PMBomb.PMBomb AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Prop EditorSorting = MISC_MAN_MADE KindOf = IMMOBILE ; ***AUDIO parameters *** SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Shadow = SHADOW_VOLUME Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes End